One way you could do it is have a identical 'red' (or fully damaged) version of your main ship and every tick set the red sprite to the normal sprite's location with it's opacity set to 0. Then, every however many hits (or when your health gets to a certain percentage), just increase the 'red' ship's opacity accordingly.There's probably a more elegant way but with this method you have complete control over the colour change.

How were you hoping to make sprites more red, without adding sprites or animations or effects? Effects per sprite would probably be a bigger strain on your system than just adding 1 completely red sprite.Animations would mean adding a lot more sprites than that. Also doing it the way I explained you wouldn't have to use WebGL.

If you'd rather use webgl per sprite you could use the tint effect or the hsl effect (maybe there are others that would even suit you better), but it would probably be a lot more intensive for your processor.

I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..

I'm going to have to play with that before I grasp it fully and see what it'd be useful for

However...I broke my brain again... I added multiple enemies, and I can't figure out how to get the enemy to spawn the damage version and have it only be affected by the enemy that spawned it

Valkyrie A B and C spawnValkyrieA spawns DamgValkyrieValkyrieA loses 20 health of 35ValkyrieA should be the only one with a damg version showing

however, A B and C are all becoming Damaged =/

Valkyrie - on created >>Valkyrie - spawn ValkyrieDamg >>ValkyrieDamg - set position to Valkyrie >>Set Angle to Valkyrie.Angle degrees >> ValkyrieDamg set affector to self.UID >> Valkyrie set affectorCall to ValkyrieDamg.UID